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NICE JOJO

Fan made jojo mod, "A richer world with various interactions and diverse abilities"
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NICE-JOJO-0.9.7-Forge.jar

File nameNICE-JOJO-0.9.7-Forge.jar
Uploader
IysysiryIysysiry
Uploaded
Oct 24, 2026
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12
Size
336.9 MB
Mod Loaders
Forge
File ID
9307229
Type
R
Release
Supported game versions
  • 1.20.1

Curse Maven Snippet

Forge

implementation fg.deobf("curse.maven:nice-jojo-1747844:9307229")

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What's new

# NICE JOJO 0.9.7

Minecraft 1.20.1 · Forge / Fabric

This cumulative update includes the recent 0.9.65/096 development work and all 0.9.7 follow-up fixes. The notes below describe the final behavior, including revisions made during testing.

## Man in the Mirror and Hanged Man

- Added **Man in the Mirror** with 4 attack and 11 guard, using its supplied Minecraft skin. Its kit includes glass detection within 50 blocks, mirror-world entry, invitations, expulsion, half-body separation, thrown mirrors and detection skills.
- The mirror world uses the same terrain with separate inhabitants. Blocks cannot be broken or placed from inside, and attacks/collisions are separated between the two sides. Invited users cannot use their Stands, except Gold Experience Requiem and Over Heaven; time abilities still affect the mirror world.
- Invitations last 15 seconds. Entry and exit have an 8-second cooldown, and the entry skill changes to Exit Mirror World while inside.
- Fixed Mirror Merge not finishing its preparation or applying the split. Restored glass detection and thrown-shard range/countdown warnings.
- Man in the Mirror users can see mirror-world occupants from outside, including targets sent inside by another user of the same Stand. Ordinary outside observers cannot see those targets; GER and Over Heaven retain their special sight.
- Added clear blue overhead indicators with dark outlines **only for creatures inside the mirror world**. Bodies appear faint **only when they are on the opposite side from the viewer**; bodies on the same side remain clear. These markers and fading cues are visible to Man in the Mirror users, including other users of the same Stand. Ordinary observers do not receive them. The mirror world takes on a subtle purple tone.
- Entering or sending a target into the mirror world creates glass particles that spiral inward toward a mirror opening. Visibility and markers reset when targets leave.
- Added **Hanged Man** with 8 attack and 15 guard, using its supplied Minecraft skin. Up to seven placed shards last 180 seconds after landing. Attacks require a target within four blocks of a shard and within 30 blocks of the user.
- Added target designation, delayed stabbing and grabbing, bleeding, a full-body circular slash, eye attachment, and rectangular dash warnings. Hanged Man appears at shards when attacking; the user performs guarding.
- Fixed Target Designation triggering a normal punch and Stab triggering a barrage. Grab now reaches with both hands, holds the target, then stabs with one hand. Improved shard throws, arm recovery and circular-slash leg motion.
- Optional water/glass anchors are disabled by default. Enable `naturalReflections` in `config/jojo/hanged-man.json`, restart, then use Shift + the active-ability key to register an aimed surface. These anchors share the shard count/lifetime and do not enter Man in the Mirror's world.
- Balance values not specified during development remain provisional, including Hanged Man's 100%-power circular slash with a 12-second cooldown and several Man in the Mirror cooldowns.

## Discs and skill slots

- All 60 Stand DISC items now display clear pixel portraits captured from idle in-game models. Tusk ACT4 and Echoes ACT3 lead their multi-ACT collages; saved gameplay ACT data is preserved.
- King Crimson's disc uses a rear view showing its rear face. Thrown and dropped discs are half their previous size, while retaining the DISC lettering and center hole.
- Metallica activation briefly releases small floating Metallica creatures.
- Organized Man in the Mirror and Hanged Man discs by their corresponding story parts in the Creative inventory.
- Empty BASIC skill slots no longer display keys, zero-second timers or gauges. Custom-bar spaces remain available for later skills.

## ADDITIONAL STANDS

- Added Dark Blue Moon with basic attacks, barrage, barnacles, scales, underwater cutters, and a whirlpool. Abilities other than basic attacks and barrage require the user to be underwater.
- Dark Blue Moon triples underwater breathing time and increases underwater movement and swimming speed by 40%. Barnacles deal 1 → 1 → 2 → 3 damage over 10 seconds, for 7 total damage.
- Added its underwater dash, scale projectiles, water cutters, whirlpool range/height preview, and dedicated idle pose.
- Added Kraft Work with contact immobilization, projectile freezing, a charging grab, projectile reflection, and force storage/release using the actual offhand item. Releasing a frozen projectile restores its ownership, gravity, and direction.
- Added Wheel of Fortune with vehicle combat, charging, spinning, jumping, gasoline, electrical cables, and burrowing.
- Wheel of Fortune spins five times in three seconds around a larger circle of approximately three blocks. Its shortest ability cooldown is 5.5 seconds.
- Adjusted the vehicle body, roof, driver head coverage, leaning, and terrain movement. Added blue electricity around extended cables and flashes, metal sparks, dust, and sound on impact.

## SKINS AND REWARD CARDS

- Added 21 reward cards, including Anubis Mjolnir and Anubis Stormbreaker: Sex Pistols Sky Purple; The Sun The Space; Emperor Taser Gun; Rolling Stones Glass; King Crimson Mango; Crazy Diamond Ruby; The World Blue; The World Universe Red; Star Platinum Teal; The Hand Black; Gold Experience Red; Silver Chariot Black and White; Stone Free Purple; White Album Iron Man Mark 42; Cream Glowing Nebula; Diver Down Vintage; Spice Girl Ocean Blue; King Crimson Blue Light; and King Crimson Obsidian Black.
- Eligible bosses killed by a player have a 5% chance to drop a random card from this list. Carrying a card applies its corresponding skin.
- Gold Experience and its Requiem form share a card, as do Silver Chariot and its Requiem form, with textures appropriate to each form.
- Sky Purple recolors all six Pistols. Taser Gun uses a black-and-yellow gun model. The Space replaces The Sun's appearance with moving nebulae, stars, and a bright core.
- Corrected the normal Rolling Stones coloration to black stone. Glass uses a rounded glass appearance and glass-breaking attack sounds.
- Added the corresponding Stand name before skin names, including both new Anubis cards.

## IRON MAN MARK 42

- Added a special White Album skin with power-based suit weapons: repulsors, a sustained repulsor beam, missiles, a rotating laser, an arc reactor beam, and flight.
- Added suit assembly and separation, autonomous control, target selection, return when the wearer is hit, and a distance limit. Suit parts approach from different directions, with destruction, falling, recharge, and reassembly behavior.
- Power is capped at 100%. The inactive suit recovers 2% per second. An active suit consumes 0.08% per second, or 0.1% per second total while flying. All power costs are reduced by 80%; recharge speed is unchanged.
- The helmet HUD displays detection within 15 blocks, target information, speed, altitude, and power.
- Basic attacks now alternate between the left and right hands. Repulsors and the sustained beam are blue. Fixed the detached suit appearing too small and added a marker for the selected target.
- Added weapon icons, mechanical and energy sounds, and localized descriptions. Mark 42 and both Anubis special skins reuse the existing red card model, without weapon or character pictures.
- Fixed short repulsor taps being cancelled before the first shot. Added a visible blue pulse projectile and corrected weapon rendering for repulsors, missiles, the sustained beam, rotating laser and arc reactor.

## SPIN AND BALL BREAKER

- Reworked Spin into three pages containing eight abilities, with three slots per page and Steel Ball Throw in the first slot, including throws, traps, a spinning punch, a counter, detection, defense, fragments, and a small tornado.
- Added Steel Ball storage slots beside the leggings slot in the E inventory and connected them to visible waist pouches.
- Added left- and right-hand retrieval, spinning, throwing, and recovery motions. When using two Steel Balls, the second is thrown 0.7 seconds later.
- Reduced Steel Ball size by 50%. Balls spin horizontally with green horizontal trails, while golden spinning light surrounds both wrists.
- Replaced the eye-on-a-ball detection icon with a spinning Steel Ball over a stone block and detection waves.
- A ball in use is removed from storage and returned exactly once, retaining its name, data, and original storage location.
- Ball Breaker uses the actual ball's throw, contact, and recovery state. Limited duplicate damage and simultaneous balls, and improved area attacks, barrages, and tornado interaction with remotely controlled Stands.

- Replaced the large golden-ratio summon diagram with ten small glyphs around the player. Tusk ACT2–4 and Ball Breaker now emit them on both summon and dismissal, at varied angles and sizes, drifting briefly before fading.
- Ball Breaker also emits the small floating golden-ratio glyphs when it appears from a thrown steel ball.

## CONTROLS AND HUD

- F8 opens the choice between BASIC and custom controls, seven- or eight-slot skill bars, and two layouts.
- Configure slot keys and skill order, and drag icons within or between pages. Settings are saved per Stand, ACT, and fighting style.
- A slot uses the same key across pages. Added page switching and previous-page controls, and fixed empty slots triggering unrelated abilities.
- Connected left-click basic attacks, Shift guarding, and Shift + middle-click remote control for supported Stands. These controls do not require a separate dedicated item.
- Improved press, hold, release, and recast handling, including clearing input when menus or focus change. Guides, information panels, and skill icons reflect the current bindings and order.
- Cooldowns use icon shading and numbers, with decimals below 10 seconds. Basic-attack recovery, sleep, stun, and knockdown are distinguished.
- Refined the purple pattern, mirrored Arrow decorations, thin gold pixel borders, and menacing symbols.
- Moved the centered skill bar directly above the hotbar and corrected the lower-left layout and narrow-window spacing. Guard, power, time-stop, and remote-control information now use bottom-based placement.
- Separated Mark 42's BASIC detection and flight panels from the skill lists. Narrow windows use a shorter fighting-style gauge beside the hotbar.
- In the centered layout, a smaller experience bar appears below hunger. Health, armor, hunger, and experience fade behind chat while typing.
- Corrected chat click positions after repositioning and adjusted layouts for different GUI sizes.
- Fixed BASIC page switching, short keyboard taps, mouse-bound settings/info buttons, and Shift + page switching for fighting styles. Reassigning an occupied NICE JOJO key swaps the two bindings.
- Fixed named M1 abilities being intercepted by block mining or generic punches, and empty slots triggering unrelated actions.
- Added a searchable in-game handbook and updated the new-content article, control descriptions and skill information. All five supported languages share the same key coverage; unsupported languages use English fallback.
- Added first-run BASIC/custom comparison and key setup using actual in-game examples with the supplied Aris skin. Completion persists across later versions.

## STAND INVENTORY AND REMOTE CONTROL

- Added a ten-slot Stand inventory opened through the S button in Survival and Creative inventories. Items can be transferred within four blocks; contents can still be inspected farther away.
- Remote control supports number keys and scrolling for slot selection, dropping items, bows, potions, block placement, and interaction with levers, buttons, and doors.
- Fixed stale held items after consuming the last item or changing slots. Held weapons do not add extra damage to the Stand's own attacks.
- Improved keepInventory handling on death and item return/drop handling when using discs or Rokakaka, including duplication and loss prevention. Connected Harvest's inventory theft.
- Crazy Diamond, Part 3 Star Platinum, Star Platinum: The World, and Echoes ACT3 can fly while remotely controlled. Flight-capable Stands with legs can land, walk, and run.
- Added grounded idle, walking, running, alternating left/right takeoff, and landing clips to 19 remote-control models. Running uses wider strides and arm swings; landing bends the knees.
- Attacks, projectiles, grabs, barrages, area effects, and guarding use the remote Stand's actual position and direction. Improved damage and status handling during stopped time.
- Remote normal punches now alternate through stronger shoulder and torso motion. Grounded attacks keep their walking/running legs; aiming no longer tilts the entire body and lifts the feet off the ground. Purple Haze remains ground-bound.
- Increased barrage head and torso shake frequency to 2.5x while preserving fist cadence, hit timing and damage. Silver Chariot Requiem keeps its existing movement and barrage motions.

## TIME STOP, BITES THE DUST, AND MADE IN HEAVEN

- Revised preparation, activation, and release motions for The World and Star Platinum variants.
- The time-stop ending presentation begins 0.2 seconds before the original end time. Time resumes and stored damage resolves at that original time; the presentation does not extend the stop.
- Fixed ordinary animals briefly continuing to move on the client after entering a time-stop area.
- Range previews follow the actual activation position. Confirmed danger areas are visible to ordinary observers and are cleared on interruption.
- Reworked Bites the Dust into a cosmic introduction, target scene, explosion and ash, and rewind, with actual state restoration aligned to the rewind.
- Made in Heaven's universe reset becomes available after completing time acceleration. Added visible sun/moon cycles, gathering afterimages, light, galaxies, and cosmic transitions.
- Improved position correction and attack origins after acceleration, flight, and dashes end.

## ULTIMATES, REQUIEM, AND THE DEATH LOOP

- Improved ultimate animation and camera work for Star Platinum, Star Platinum: The World, Crazy Diamond, Gold Experience, Gold Experience Requiem, and Joseph Hamon.
- Added stronger wearer gestures, shoulder/elbow/hip motion, weight shifts, barrage tracking, close-ups, finishers, and knockback framing.
- Fixed attacks bending in the wrong direction when looking downward during an ultimate. Normal aiming resumes after completion or cancellation.
- Aligned Part 3 Star Platinum's stopped-time strikes and stored-damage release, and prevented interrupted damage from applying later.
- Added a voice-free time-stop sound to Part 3 Star Platinum's ultimate.
- Adjusted ultimate music volume and continuation of related themes across subsequent ultimates.
- Improved Requiem awakening position, knockdown cancellation, successful appearance/invulnerability effects, and observer synchronization.
- Added Gold Experience Requiem's dash, target capture, cosmic background, barrage, and finisher presentation.
- A player killed by GER's ultimate enters a four-stage death loop on their next respawn: train, airplane, ship, and cliff. It lasts 20 seconds, preserves progress across logout/restart, and avoids extra item drops or repeated respawn screens.
- Improved the train, platform, airplane cabin, ship, cliff, and impact scenes.

## ANIMATION AND SUMMONING

- Revised reference-based idle poses and elbow/knee directions for multiple humanoid Stands, including Crazy Diamond, The World, The Hand, Echoes ACT3, C-Moon, King Crimson, Whitesnake, Weather Report, Kiss, Diver Down, and Cream.
- Stands lean with movement and shift their bodies toward the hand used for a basic attack, then settle back naturally. Adjusted swimming, elytra posture, and aura placement.
- Improved barrage shoulder, torso, hip, knee, weight-shift, fist-afterimage, and finishing motion.
- Added preparation, contact, and recovery poses for heavy attacks, slams, throws, The Hand's erasure, and Diver Down's kick.
- Corrected Silver Chariot's rapier grip and forward thrusts, Requiem's Arrow grip and short Arrow jabs, and Wonder of U's forward cane attacks and barrage.
- Corrected Sex Pistols' rolling orientation, travel, collision, and return. Added Road Roller's prone pose, alternating downward fists, short trails, impact lighting, and shaking.
- Added appearance motion and light suited to humanoid and non-humanoid sizes. Effects follow the actual Emperor gun, six Pistols, Aerosmith, Harvest, and other summon positions.
- Fixed missing hand/elbow surfaces on Fabric/Sodium and joint rendering for normal and slim player skins.
- Corrected excessive backward hip displacement in the player's guard pose. Updated weapon grips while preserving the player's actual skin, sleeves, arm width and dominant-hand setting.

## STAND ABILITY FIXES

- Sticky Fingers: improved detached-arm movement, zippers, wall traversal, body posture, dash grabs, entry, and return.
- Crazy Diamond: improved healing barrage afterimages, charging grabs, follow-up hits and throws, and restoration walls using the ground's material.
- Diver Down: revised heavy-attack charging, single-kick release, recasting, diving/returning, body invasion, and damage timing. Its dive animation follows the supplied raised-arm, folded-knee pose.
- Shift + Diver Down invasion supports the target for five seconds, restoring two hearts (4 HP) per second and redirecting incoming damage to the user. Recast to leave.
- Replaced 20 Diver Down, Kiss, and Spice Girl skill icons using their original designs as references. These assets are PNGs with real transparency.
- White Album: ice travel and slide trails follow real floor/slab heights.
- White Album skating is now an active on/off toggle instead of requiring sneaking. Skate blades disappear during ordinary walking. Improved water-surface skating, freezing, floor trails, jumping and landing.
- Added Gently Weeps: 10-second duration and 20-second cooldown, with orbiting ice shards and projectile reflection. Attacks now use sharper three-dimensional ice fragments and rising ice. Added alternating left/right normal punches.
- Sex Pistols can redirect up to six incoming projectiles per 15-second recharge cycle. A Pistol appears at each interception. Gun holding and recoil now work alongside walking, sprinting, jumping, crawling, swimming and block placement.
- Increased Star Platinum grab reach by two blocks and dash speed by 50%, including Star Platinum: The World.
- C-Moon: improved gravity toggle, assisted jumps, landing slowdown, fall-damage protection, heavy-hit bleeding and final push, range, and block rotation.
- Star Platinum: ordinary object throws use a one-second preparation, with improved handling and return of real blocks and offhand items.
- Purple Haze: adjusted rage targeting and distance from the wearer.
- The Sun: improved aim press/release, attacks originating from the sun, projectile arrival, wall collision, trail cleanup, and skill-page layout.
- D4C/Love Train: improved icons, flag position, cleanup, barrier presentation, and shader visibility.
- Stone Free: strings follow moving hands, targets, and terrain, with revised traversal, binding, barriers, and bandages.
- Cream: Shift + middle-click enters the Stand while preserving the wearer's viewpoint. Knockdown, cancellation, death, and dimension changes restore movement correctly.
- While inside Cream, void rotation and the void sphere carry the wearer. Rotation keeps the user inside until they leave manually; the sphere reforms at its endpoint. Added idle floating motion. Occupied void rotation activates directly without an external target preview.
- Occupied Cream can walk on the ground and hover up to two blocks above it, with movement animation.
- Void Breath movement and flight speeds are reduced by 50%. Normal movement settings return on exit. Its full 20-second cooldown now starts after the duration ends or the user cancels it, preventing immediate re-entry after expiration.
- Scary Monsters: improved aimed leaps, landing attacks, telegraphs, movement, and night vision.
- Ultimate Life Form: missed feathers that land briefly become attacking animals before disappearing, with bleeding behavior. The actual feather cast, ground transformation and short-lived animals were checked in shader-enabled gameplay.
- Kraft Work's offhand item fixation starts a 12-second cooldown after release, recast, or launch.
- Wheel of Fortune: fixed guard loss from suffocation while burrowing, strengthened gasoline spray visibility, hid the wearer's own vehicle in first person, and added vehicle-specific shift-lock distance and height.

## HAMON, VAMPIRE, AND PILLAR MEN

- Connected water ascent, water walking, and wall climbing during Hamon breathing, including while a Stand is summoned. Adjusted wall-climbing speed and gauge-based healing costs.
- Breathing audio finishes before repeating at two-second intervals and stops when released or interrupted.
- Improved Zeppeli's Zoom Punch, Wine Cutter, hat, wave kick, tornado, and aerial defense, plus Jonathan's Zoom Punch and Overdrive animations. Wine Cutter spreads wine and Hamon effects on targets and walls.
- Strengthened golden body effects during breathing and abilities. With gauge available, Hamon adds 0.2 damage against vampires and suppresses healing by 50%.
- Vampire abilities remain usable at zero blood. Fixed duplicate blood-based damage scaling. Blood-based recovery begins 20 seconds after combat and does not spend healing blood at full health.
- Revised Wamuu, Kars, and Esidisi blood gain, enhancement, and recovery while preserving unique abilities and sunlight behavior. Fixed Esidisi avoiding sunlight damage through fire resistance and adjusted body flames.

## GUARDING, COLLISIONS, AI, AND TELEGRAPHS

- Perfect Guard: guarding within 0.2 seconds before a guard-crushing hit deflects it, dealing 1 damage, one second of stun, and a white hit flash to the attacker.
- Improved wake-up flash, invulnerability indication, and status cleanup after knockdown.
- Made player, mob, and boss barrage clashes cancel consistently. Improved checks against clashes through walls or from behind.
- Mobs guard, barrage, and approach the actual remote Stand location. Improved Koichi ACT3's approach after applying weight, ordinary Stand mobs' barrage responses and obstacle navigation, and combat-area limits.
- Wheel of Fortune and Dark Blue Moon AI use the revised abilities, contact checks, and individual cooldowns.
- Distinguished private aiming previews from confirmed public danger areas. Telegraphs reflect projectile arrival, gasoline ignition, sleep, falling attacks, and area-attack timing.
- Improved preview cleanup and timing during stun, cancellation, and time stop. Strong impacts use the actual ground/wall surface, with less duplicate VFX and terrain disturbance.
- Ground/wall cracks and raised impact blocks now respond to surrounding light, including nighttime conditions.

## SHARED EFFECTS, ITEMS, LANGUAGES, AND COMPATIBILITY

- Improved directional basic-hit, barrage, and heavy-attack effects while retaining dedicated effects such as Over Heaven attacks.
- Improved world VFX under shaders, side-view hit-line visibility, and excessive afterimages.
- Revised knife/relic icons and held models, skin-card display, and Creative inventory order. Improved hiding selected reward equipment visually while retaining its stats and equipped state.
- Removed unnecessary empty skill slots and corrected cooldown mapping after reordering.
- Updated Korean, English, Japanese, Chinese, and Russian skills, passives, controls, guides, sound subtitles, and cinematic text. Checked changed values, key references, Over Heaven descriptions, death-loop scene names, and English fallback.
- Checked all five locale files for missing keys, empty entries, and replacement characters; this is not a claim that every older translation was rewritten.
- Brought shared Forge/Fabric behavior into alignment and improved Fabric rendering, item, and animation compatibility.

## ANUBIS: MJOLNIR AND STORMBREAKER

- Carry Mjolnir or Stormbreaker to activate its Anubis weapon kit without a sword. Carry both cards for dual wielding and a third ability page. These cards join the existing 5% boss skin-drop pool and use the existing red card model.
- Mjolnir: 5 attack, 25 guard and 300 lightning. Stormbreaker: 7 attack, 15 guard and 150 lightning. Dual wielding: 8 attack, 30 guard, 350 lightning and 6 extra hearts while equipped.
- R drops the actual weapon and recalls it. Only the owner can collect the dropped weapon. Return flight follows the owner's current location; a blocked return teleports it back with lightning after three seconds. Weapons preserve ownership when saved.
- Extended standard throw range from 15 to 37.5 blocks and the dual-wield throw from 20 to 50 blocks. Outbound and return speed are 50% faster.
- Mjolnir keeps its launch orientation and flies straight without spinning. Stormbreaker spins in flight. Corrected Stormbreaker's grip and blade direction in both camera modes.
- Mjolnir and Stormbreaker are held by their handles using the real player arms and sleeves. Stormbreaker no longer spins in the hand while Shift is held.
- Reworked lightning with branching bolts and a bright core. Sky-to-weapon lightning repeats throughout charging.
- Shift + middle-click charges after a 1.5-second windup, recovering 10 lightning per second. Lightning damage is blocked and restores 10 lightning and exactly 1 HP per hit.
- Hold Shift guard for 2.5 seconds to prepare flight, then use Shift + active ability. Landing strikes nearby enemies. Normal active ability costs 30 lightning, has a 15-second cooldown, and grants 10 seconds of stronger healing, +5 guard and stronger shock ticks.
- Added a four-hit weapon combo with cooldown after the fourth strike, physical attacks at zero lightning, weapon throw/recall, a held lightning lane, a dash uppercut, an aimed jumping slam and delayed lightning bombardment. Shock lasts eight seconds, with brief stagger pulses every two seconds.
- Dual throw tosses Mjolnir upward before striking it with Stormbreaker. The axe remains usable while the hammer is away. The third page adds a giant delayed lightning strike, a rooted lightning-fragment aura and a single-target ultimate.
- The dual ultimate restrains the victim with Mjolnir, raises Stormbreaker during the jump and finishes with lightning on a private Minecraft savanna stage. Actual participants are protected during the sequence and released afterward.
- Added nine transparent pixel skill icons, localized descriptions, separate profiles for the three kits, and a compact lightning gauge beside the bottom guard gauge.

## GREEN DOLPHIN PRISON AND PUCCI

- Added a furnished coastal prison and its connecting bridge. The structure excludes newly spawning mobs throughout its interior, courtyard and upper floors; Pucci is the sole exception. The exclusion remains after his death and world reloads.
- Added Pucci's Whitesnake (100 HP), C-Moon (120 HP), and Made in Heaven (185 HP) boss phases, including acid warnings, memory discs, gunfire, close-range responses, gravity attacks, cover and remote combat.
- At low C-Moon health, Pucci seeks open sky and ascends using the window frame. Light builds from his body and mouth before the Made in Heaven transition; the vulnerable ascent can be interrupted by killing him.
- Made in Heaven immediately begins three minutes of acceleration. A completed universe reset runs its existing transition and removes the boss; saved encounter deadlines resume after reload.
- Pre-Made-in-Heaven rewards roll exclusively between a diary (20%), one to three random Stand discs (30%), and an Arrow (50%). Made in Heaven guarantees a random disc and independently has a 50% chance to drop the heaven-coordinates book.
- The coordinates book replaces altitude-only C-Moon evolution. Carry it to see the guiding star, reach the destination and use the book to complete the eight-second evolution. Death rerolls the destination. Added its guide and pixel item art.
- Below half health, DIO's vampire body and Stand attack independently. Staggering or knocking down his body temporarily incapacitates the Stand. Eye rays respect walls and the shooter's own mount.

## FRONTIER ENCOUNTERS AND COMPANIONS

- Added gentle directional banking for ridden vanilla and Stand horses. A/D input and turns tilt the horse and rider together, then smoothly return them upright when steering stops.

- Added rare desert outlaw encounters near suitable desert sites, appearing alone or in groups of two or three, with guns, horses, Stands and Spin variants. They avoid attacking their own mounts. Arrow drops are 5%; Spin outlaws have a 30% Steel Ball drop chance.
- Reworked the new human NPCs with Minecraft-style pixel clothing, visible vest seams, pockets and cuffs. Outlaws sit on the saddle with spread legs and a body aligned to the horse while retaining upper-body attacks.
- Added stronger vampires with vampire skills and summoned zombies, including rare Nether variants and a 10% Stone Mask drop. Nether altars can contain six-armed Kosaku Kawajiri.
- Added a 200-HP Straizo boss with lifesteal, telegraphed dashes and jumps, and frequent twin eye rays. Below 10% health, a ten-second Hamon self-destruction determines the reward: a black scarf if completed or purple resentment if defeated first.
- Added themed Hamon training sites and broken-rail Spin sites, with varied NPC outfits, quests, recruitment, waiting and combat orders, saved companions and their own horses.
- Hamon companions have 25–40 HP and 3–7 attack. Spin companions have 20–35 HP and 5–9 attack. Teaching a Stand adds their fighting-style effects to attacks; Spin teaching uses the weighted Part 7/8 selection.

## FIGHTING-STYLE EXPANSION

- Redrew the two Straizo Hamon/vampire discs as native 32x32 pixel items matching the existing black spec-disc set. Gold sun and violet/crimson fang symbols replace the large portraits; the backgrounds and center holes are transparent.

- All fighting styles now use three abilities per page. Ordinary melee occupies the first slot where appropriate; Spin keeps Steel Ball Throw there. Reordered cooldowns, bindings, guides and translations follow the new pages.
- Straizo's scarf evolves Hamon: halve fall damage and transfer the remainder within two blocks (maximum 17), build a target-specific damage bonus that resets on switching targets or five seconds without combat, and use a stomp, scarf grab and falling chandelier.
- Straizo's resentment converts Hamon into enhanced vampire abilities, including stronger blood skills, a healing grab and bleeding throw, a leap, faster eye-beam recovery and paired compressed projectiles with a purple explosion.
- Vampire eye attacks now charge at both eyes and fire paired purple beams, including player and NPC variants. Adjusted NPC eye height to match the visible face.
- All vampire drain attacks use a forward grab and release. Added the red barrage and separated twin eye rays, plus new fighting-style discs and pixel skill art.
- Joseph gained a larger grenade blast, stronger hammer and running motions, his scarf, a five-second frontal Hamon barrier that blocks projectiles and reflects eye rays, and a privately visible rope trap between two blocks.
- Caesar gained the reference headband, two-handed bubble gathering/throwing, 20% faster and 10% stronger projectiles, and steerable cutter gliding. Existing bubble and cutter shapes are retained.
- Jonathan gained revised Scarlet Overdrive, a two-fist flame dash and the Luck & Pluck sword slash, with the red P and LUCK inscription on the sword.
- Wheel of Fortune's burrow now activates in 0.7 seconds without the old precharge; its jumping attack lands within one second. Star Platinum: The World's quick time stop lasts two seconds and skips the normal ending cinematic.

## NATIVE NPC SKINS AND PLAYER ANIMATIONS

- Redrew all six generic Morioh resident designs as native 64x64 Minecraft skins, retaining their clothing and hair themes. Existing user-supplied native skins remain unchanged.
- New frontier NPCs use Steve or slim/Alex proportions and native skin UVs. Hats and scarves remain separate accessories; eyes and hands are part of the skin rather than protruding boxes.
- Refined female resident, companion, outlaw and vampire faces using Minecraft female skin faces as style references. Only face-interior pixels changed; clothing and the remaining skin atlas were preserved.
- Fixed disappearing Tusk shooting hands with optimized renderers and preserved the opposite hand. Articulated arms now split the original vanilla arm mesh, preserving sleeve UVs, shoulder/hand caps and the elbow seam for both body types.

## Stability, translations and installation

- Fixed the Forge selected-item-name HUD compatibility path responsible for the reported OptiFine crash.
- Fixed chunk-cleanup re-entry that could stall the integrated server after death. Death/respawn was exercised in the preceding combat validation run.
- Updated Korean, English, Japanese, Simplified Chinese and Russian skill descriptions and the handbook, including the final Cream and mirror-world changes. Checked missing keys, formatting placeholders, residual Korean in other locales, broken characters and untranslated game UI.
- The final server regression suite contains **44 passing tests**. Actual client checks use **Forge 47.4.10 + OptiFine HD U I6** and **Fabric + Iris/Sodium/Indium + Complementary Unbound**. The shipped production classes and language resources are checked against those used for validation.
- An OpenGL 1282 warning can still occur during OptiFine resource loading; the tested world sessions completed without crashing. This is not a guarantee for every additional mod, shader pack or multiplayer setup.
- Install the file for your loader only, replacing the previous NICE JOJO jar. Fabric requires Fabric API. Do not install both loader jars together.
- OptiFine's default Zoom binding may also use **C**. If NICE JOJO page switching is bound to C, move OptiFine Zoom to an unused key in Minecraft's Controls menu.

 

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